Academic literature on the topic 'Educational games Juvenile software'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Educational games Juvenile software.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Educational games Juvenile software"

1

Ruggiero, Dana, Belen Garcia de Hurtado, and William R. Watson. "Juvenile Offenders." International Journal of Game-Based Learning 3, no. 2 (April 2013): 112–29. http://dx.doi.org/10.4018/ijgbl.2013040107.

Full text
Abstract:
In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university’s Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined two questions pertaining to: (a) learner motivation, engagement, and meaning making; and (b) program feedback and critique to elicit program improvements as part of an iterative process. Responses were analyzed using inductive textual analysis and content analysis. Several learner themes emerged: game development as motivation, discovery learning (i.e., learning game development skills through trial and error) as engagement in game development, and meaning-making through designing games to teach a social issue. The authors link these findings to the research questions and implications, discuss discovery learning as it pertains to juvenile delinquency interventions, and identify new questions for the ongoing pilot program.
APA, Harvard, Vancouver, ISO, and other styles
2

Šarčević, Ivan. "Possibilities of application of game-based software in adult education." Metodicka praksa 24, no. 2 (2021): 99–106. http://dx.doi.org/10.5937/metpra2101099q.

Full text
Abstract:
The paper considers the educational potentials of educational computer software in the system of formal adult education. The aim of this paper is to present the possible educational effects in primary adult education using software based on educational games. This presentation is given through the prism of research and review of relevant literature dealing with issues of adult education, the use of educational computer software, as well as the educational effects of learning through educational software games. These are often unrelated research and concern the education of children in regular primary schools. The most important results so far in this area in our country refer to the andragogical research on adult learning with the help of computer games and theoretical concepts of educational computer software. Basic education of adult students also implies the acquisition of certain digital competencies in accordance with the current needs of education and the labor market. The results of numerous studies, conducted almost exclusively in the conditions of regular education, have shown that the application of educational software contributes to better achievements of their users, as well as that the motivation to learn increases with the application of certain educational games.
APA, Harvard, Vancouver, ISO, and other styles
3

Annetta, Leonard A., Shawn Holmes, Meng-Tzu Cheng, and Elizabeth Folta. "Measuring Student Perceptions." International Journal of Gaming and Computer-Mediated Simulations 2, no. 3 (July 2010): 24–42. http://dx.doi.org/10.4018/jgcms.2010070102.

Full text
Abstract:
As educational games become more pervasive, the evolution of game design software is inevitable. This study looked at student perceptions of teacher created Serious Educational Games as part of a project striving to create a game development software where teachers and students create games as part of educational activities. The objective was to use evidence from student perceptions to inform further development of the software. A mixed method design ascertained data from 181 male and 178 females from 33 teacher created games. Results indicate that the software is relatively effective by the supporting documentation and training lacked in several areas. This information led to the creation of a commercial game development software set for release in 2010.
APA, Harvard, Vancouver, ISO, and other styles
4

Sklyarenko, Inna, and Julia Kuripchenko. "Play-based methods in training cadets for work with families at risk." Vestnik of the St. Petersburg University of the Ministry of Internal Affairs of Russia 2021, no. 2 (July 8, 2021): 180–88. http://dx.doi.org/10.35750/2071-8284-2021-2-180-188.

Full text
Abstract:
The article considers examples of business play-based methods that are recommended to teachers who train cadets and future juvenile Affairs officers in order to develop their professional competencies necessary for working with families of a social risk group. As an example of the formation of professional competencies, the professional competence PC-2 was chosen, as it reflects the educational (socio-pedagogical) type of activity in accordance with the Federal state educational standard of higher education. The authors give the concept of a business game, describe its particular methodology, highlighting methodological features, structure-forming constant and variable methodological elements. The authors developed and illustrated their ideas in the specific methodology of two business games «Network technology» and «Family chat». The results of the described pedagogical experiment confirm the effectiveness of the developed methods of business games in the aspect of forming the necessary professional competence in the work of a juvenile Affairs officer with a family of a social risk group. The scientific novelty of the article includes the described specific method of business games. The plots of business games based on real professional situations from the experience of the juvenile Department in the interaction with families at risk are of practical interest.
APA, Harvard, Vancouver, ISO, and other styles
5

Alias, Siti Nursaila, and Faridah Ibrahim. "KEBERKESANAN PERMAINAN PENDIDIKAN TERHADAP PEMBELAJARAN HUKUM NEWTON THE EFFECTIVENESS OF EDUCATIONAL GAMES ON NEWTON’S LAWS LEARNING." Journal of Nusantara Studies (JONUS) 2, no. 1 (June 30, 2017): 71. http://dx.doi.org/10.24200/jonus.vol2iss1pp71-85.

Full text
Abstract:
The purpose of this study is to examine the effectiveness of Newton’s Laws educational games in improving Newton’s Laws achievement and instructional efficiency. Two educational games were developed, namely educational games with self-explanation (DPK) and educational games without self-explanation (TPK). Based on Rapid Prototyping model, these educational games were developed in Malay Language and the contents were arranged according to Form Four Physics syllabus. Unity3D software was used as the main software in developing the educational games. A total of 196 students attended Physics play activities for two hours. Analyses of Newton’s Laws Test, mental load and interviews were conducted to examine the effectiveness of these Newton’s Laws educational games. The findings show that the students’ achievement and instructional efficiency in Newton’s Laws improved with the use of the educational games. This research concludes that the educational games mode plays an important role in increasing the students’ achievement and learning instructional efficiency with the DPK mode is the most effective and efficient. The educational games mode serves as a scaffold for the formation of a coherent mental model and automatic schema. Keywords: Educational games, Newton’s Laws, Physics, achievement, instructional efficiencyCite as: Alias, S.N., & Ibrahim, F. (2017). Keberkesanan permainan pendidikan terhadap pembelajaran hukum Newton [The effectiveness of educational games on Newton’s laws learning]. Journal of Nusantara Studies, 2(1), 71-85.
APA, Harvard, Vancouver, ISO, and other styles
6

Minovic, Miroslav, Velimir Štavljanin, and Miloš Milovanovic. "Educational Games and IT Professionals." International Journal of Human Capital and Information Technology Professionals 3, no. 4 (October 2012): 25–38. http://dx.doi.org/10.4018/jhcitp.2012100103.

Full text
Abstract:
In this paper the authors will give a perspective on educational games application in the field of IT. Main topic of this research will be capacity for applying modern information technologies for developing game-based learning platform. During analysis, they found that more research is needed in order to improve application of games in education of IT professionals. At first place, researches should cover listed problems: how to design educative games in order to achieve better learning effects; how to develop software tools to automate educative game development process; and establish methods and techniques for knowledge and skills assessment utilizing educative games.
APA, Harvard, Vancouver, ISO, and other styles
7

Filho, Carlos Alberto Correia Lessa, and Arturo Hernández Domínguez. "Uma Linha de Produto de Software para Desenvolvimento de Jogos Educativos." Revista Brasileira de Informática na Educação 26, no. 1 (January 1, 2018): 1. http://dx.doi.org/10.5753/rbie.2018.26.01.1.

Full text
Abstract:
Studies have revealed that about 90% of development of game fail to be completed due to factors such as time, cost or lack of specific knowledge. These difficulties are present in game companies, as well as by independent game developers. On the other hand, the games have proved to be a strong ally in teaching to motivate students to study. Faced with these two informations, obtained through research, this article aims to propose a Software Product Line for the development of educational games in order to facilitate the development of educational games. The analysis involved the development of four games in order to assess the feasibility, code complexity, quality, effort, techniques and tools used. Based on the results, one can realize advantages such as reduction in development time, Cyclomatic Complexity and development direction when using a Software Product Line in the development of educational games.
APA, Harvard, Vancouver, ISO, and other styles
8

Filho, Carlos Alberto Correia Lessa, and Arturo Hernández Domínguez. "Uma Linha de Produto de Software para Desenvolvimento de Jogos Educativos." Revista Brasileira de Informática na Educação 26, no. 1 (January 1, 2018): 1. http://dx.doi.org/10.5753/rbie.2018.26.1.1.

Full text
Abstract:
Studies have revealed that about 90% of development of game fail to be completed due to factors such as time, cost or lack of specific knowledge. These difficulties are present in game companies, as well as by independent game developers. On the other hand, the games have proved to be a strong ally in teaching to motivate students to study. Faced with these two informations, obtained through research, this article aims to propose a Software Product Line for the development of educational games in order to facilitate the development of educational games. The analysis involved the development of four games in order to assess the feasibility, code complexity, quality, effort, techniques and tools used. Based on the results, one can realize advantages such as reduction in development time, Cyclomatic Complexity and development direction when using a Software Product Line in the development of educational games.
APA, Harvard, Vancouver, ISO, and other styles
9

Choi, Young-Mee, Moon-Won Choo, and Seong-Ah Chin. "Prototyping a Student Model for Educational Games." Journal of Information Processing Systems 1, no. 1 (December 1, 2005): 107–11. http://dx.doi.org/10.3745/jips.2005.1.1.107.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Rankin, John R., Sandra Sampayo Vargas, and Paul F. Taylor. "Testing Metaphorical Educational FPS Games." International Journal of Computer Games Technology 2009 (2009): 1–5. http://dx.doi.org/10.1155/2009/456763.

Full text
Abstract:
It is widely recognized that there is value in making use of modern Games Technology in Serious Games for educational purposes in the classroom and yet tools that enable teachers to construct such Educational Serious Games (ESGs) with minimal programming, artistic, or GT skills are not yet widely available. In this paper we investigate the feasibility of employing the FPS game genre for teaching purposes in the classroom. This is done by starting with a typical FPS game and constructing metaphorical correspondences with the desired ESG category. This mapping highlights the mentality level of FPS games and what it would take to modify them towards the level for real knowledge acquisition as in ESGs. By changing the game world rules to correspond with a classroom study area, we create a metaphorical educational FPS game. In this paper we describe two metaphorical educational FPS games and report on preliminary testing of their use in education. If testing of these metaphorical educational FPS games indicates that they would be beneficial in school classes then we intend to pursue the design of software tools and tutorials to enable teachers to develop their own metaphorical educational FPS games in two months or less.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Educational games Juvenile software"

1

Du, Cloux Kim Elaine. "A guide to motivating students to twist to better spelling." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2431.

Full text
Abstract:
Students learn and retain more when they enjoy the process or avenue of learning. Students have fun learning to spell when visual, auditory, and hands-on learning are included in the process. In addition, the intervention project can be used to support and assist second language learners. The benefits from this intervention project will not only strengthen students' phonemic and spelling foundation, but will also enhance their reading comprehension and writing effectiveness.
APA, Harvard, Vancouver, ISO, and other styles
2

Aslan, Serdar. "Digital Educational Games: Methodologies for Development and Software Quality." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/73368.

Full text
Abstract:
Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a complex multidisciplinary development project require unifying methodologies for development and software quality evaluation and should not be performed in an ad hoc manner. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. The life cycle describes a framework for organization of the phases, processes, work products, quality assurance activities, and project management activities required to develop, use, maintain, and evolve a digital educational game from birth to retirement. GAMED provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle. IDEALLY provides a hierarchy of 111 indicators consisting of 21 branch and 90 leaf indicators in the form of an acyclic graph for the measurement and evaluation of digital educational game software quality. We developed the GAMED and IDEALLY methodologies based on the experiences and knowledge we have gained in creating and publishing four digital educational games that run on the iOS (iPad, iPhone, and iPod touch) mobile devices: CandyFactory, CandySpan, CandyDepot, and CandyBot. The two methodologies provide a quality-centered structured approach for development of digital educational games and are essential for accomplishing demanding goals of game-based learning. Moreover, classifications provided in the literature are inadequate for the game designers, engineers and practitioners. To that end, we present a taxonomy of games that focuses on the characterization of games.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
3

Benkar, Rohan Sudhir. "Configurable Persuasive Games." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1373323538.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Chappell, Kelly K. "Factors influencing girls' attitudes toward educational mathematics software /." Thesis, Connect to this title online; UW restricted, 1997. http://hdl.handle.net/1773/7807.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Lovelady, Gennetta E. "The All Squirrel Band." [Denver, Colo.] : Regis University, 2006. http://165.236.235.140/lib/glovelady2006.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Suarez, Caraballo Lisa M. "Using Online Mathematics Skills Games To Promote Automaticity." Cleveland State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=csu1426793987.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Borror, Kaylynn Nicole. "Creating a Domain-Specific Modeling Language for Educational Card Games." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1626864894150672.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Can, Gulfidan. "Perceptions Of Prospective Computer Teachers Toward The Use Of Computer Games With Educational Features In Education." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1117845/index.pdf.

Full text
Abstract:
This study investigates the perceptions of prospective computer teachers, who have been studying at the Computer Education and Instructional Technology (CEIT) departments of four different universities, toward the use of computer games with educational features in education. It also examines the future plans of the participants regarding the use of computer games with educational features in their courses or in learning environments that they will design and it explores the participants&rsquo
computer game playing characteristics as well. The subjects of this study were 116 students from the Computer Education and Instructional Technology departments of four universities: Ankara, Gazi, Hacettepe and the Middle East Technical University. The data were collected through a questionnaire and interviews. The data were analyzed by using descriptive statistics and qualitative analysis methods. This study reveals that the prospective computer teachers who participated in this study have positive perceptions toward the use of computer games with educational features in education. Moreover, most of the participants plan to use such games in their future professions according to their responses. However, it is revealed that participants also have doubts about some issues regarding the use of such games in education, although this is a rare case.
APA, Harvard, Vancouver, ISO, and other styles
9

Armeliato, Edgar. "Jogos computacionais na educação : uma aplicação ao ensino de música." [s.n.], 2011. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259468.

Full text
Abstract:
Orientadores: Leonardo de Souza Mendes, Adriana do Nascimento Araújo Mendes
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação
Made available in DSpace on 2018-08-20T15:11:24Z (GMT). No. of bitstreams: 1 Armeliato_Edgar_M.pdf: 3809846 bytes, checksum: 7cc8d3ad06e2eba23b82b31b918412a5 (MD5) Previous issue date: 2011
Resumo: Esta pesquisa pretende discutir o processo de desenvolvimento de jogos digitais educacionais direcionados, principalmente para a rede pública de ensino. Tal trabalho deu-se por meio da investigação do histórico, teorias e processos de produção desses aplicativos, bem como da elaboração de uma proposta de design de jogos consonante às características do Projeto Conexão do Saber (Laboratório de Redes de Comunicação/Unicamp). O resultado foi a criação do jogo digital Tititá - uma aventura musical, cuja aplicação mostrou-se eficaz para a Educação Musical
Abstract: This research aims to discuss the process of developing directed digital educational games, mainly for the public school system. This work was made through the investigation of the history, theories and production processes of these applications, as well as drawing up a proposal for a game design project characteristics called Conexão do Saber (LaRCom /Unicamp). The result was the creation of a digital game, Titita - a musical adventure, whose application was effective for Music Education
Mestrado
Telecomunicações e Telemática
Mestre em Engenharia Elétrica
APA, Harvard, Vancouver, ISO, and other styles
10

Ozercan, Sertac. "Adapting Feature-Driven Software Development Methodology to Design and Develop Educational Games in 3-D Virtual Worlds." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1271449120.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Educational games Juvenile software"

1

Company, School Zone Publishing. Pencil-pal software: Preschool. Grand Haven, MI: School Zone Pub. Co., 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Easley, Ray. Quality educational software: For ages 4-10. [United States: s.n., 1993.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Company, Learning. Star flyers: Royal jewel rescue. [S.l.]: Learning Co., 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

(Firm), Humongous Entertainment. Freddi Fish 3: The case of the stolen conch shell. 9th ed. [Woodinville, WA]: Humongous Entertainment, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Interactive, Inc Legacy. Piggy in numberland. Los Angeles: Legacy Interactive, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Inc, ebrary, ed. iPad for kids: Using the iPad to play and learn. Boston, MA: Cengage Learning, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Wonders, Creative. School house rock! [Redwood City, CA?]: Creative Wonders, 1995.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Carstens, Daren. Math arena advanced. Geneva, IL: Sunburst Technology, 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Inc, Mattel, ed. Reader Rabbit's math PreK-3. 4th ed. Novato, CA: The Learning Company, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

(Firm), Firaxis Games, and Take 2 Interactive Software (Firm), eds. Sid Meier's Railroads! [U.S.]: Take-Two Interactive, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Educational games Juvenile software"

1

Hu, Wenfeng. "A Common Software Architecture for Educational Games." In Entertainment for Education. Digital Techniques and Systems, 405–16. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9_42.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Verma, Vipin, Ashish Amresh, Tyler Baron, and Ajay Bansal. "Software Engineering for Dynamic Game Adaptation in Educational Games." In Software Engineering for Games in Serious Contexts, 43–62. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-33338-5_3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Cubero, Samuel N., and John Billingsley. "The Use of Games Software to Enhance Educational Material." In Mechatronics and Machine Vision in Practice 3, 171–80. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76947-9_12.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Pellegrini, Rafaella Marchi, Carlos Eduardo Sanches da Silva, and Adler Diniz de Souza. "Teaching Communication Management in Software Projects Through Serious Educational Games." In Advances in Intelligent Systems and Computing, 201–5. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77028-4_29.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Dankov, Yavor. "DIZU-EVG – An Instrument for Visualization of Data from Educational Video Games." In Software Engineering Research in System Science, 769–78. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-35311-6_73.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Haendler, Thorsten, and Gustaf Neumann. "Ontology-Based Analysis and Design of Educational Games for Software Refactoring." In Communications in Computer and Information Science, 602–28. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58459-7_29.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Dankov, Yavor, Boyan Bontchev, and Valentina Terzieva. "Design and Creation of Educational Video Games Using Assistive Software Instruments." In Lecture Notes in Networks and Systems, 341–49. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-80624-8_42.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Dankov, Yavor, and Boyan Bontchev. "Software Instruments for Management of the Design of Educational Video Games." In Advances in Intelligent Systems and Computing, 414–21. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74009-2_53.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Rusu, Adrian, Robert Russell, Edward Burns, and Andrew Fabian. "Employing Software Maintenance Techniques via a Tower-Defense Serious Computer Game." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 176–84. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_32.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Cooper, Kendra M. L., Eman S. Nasr, and C. Shaun Longstreet. "Towards Model-Driven Requirements Engineering for Serious Educational Games: Informal, Semi-formal, and Formal Models." In Requirements Engineering: Foundation for Software Quality, 17–22. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05843-6_2.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Educational games Juvenile software"

1

Borror, Kaylynn, and Eric J. Rapos. "MOLEGA: modeling language for educational card games." In SPLASH '21: Software for Humanity. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3486603.3486777.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Xie, Tao, Nikolai Tillmann, and Jonathan de Halleux. "Educational software engineering: Where software engineering, education, and gaming meet." In 2013 3rd International Workshop on Games and Software Engineering - Engineering Computer Games to Enable Positive, Progressive Change (GAS). IEEE, 2013. http://dx.doi.org/10.1109/gas.2013.6632588.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Ketola, Tom. "Quantifying software development: Applying mobile monetization techniques to your software development process." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934143.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Henrique Dias Valle, Pedro, Armando Maciel Toda, Ellen Francine Barbosa, and Jose Carlos Maldonado. "Educational games: A contribution to software testing education." In 2017 IEEE Frontiers in Education Conference (FIE). IEEE, 2017. http://dx.doi.org/10.1109/fie.2017.8190470.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Elfotouh, Ahmed M. Abou, Eman S. Nasr, and Mervat H. Gheith. "Towards A Comprehensive Serious Educational Games' Ontology." In AMECSE '17: 3rd Africa and Middle East Conference on Software Engineering. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3178298.3178304.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Kohwalter, Troy C., Esteban W. G. Clua, and Leonardo G. P. Murta. "SDM - An Educational Game for Software Engineering." In 2011 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2011. http://dx.doi.org/10.1109/sbgames.2011.10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Jimenez-Hernandez, Erendira M., Hanna Oktaba, Mario Piattini, Frida Diaz-Barriga Arceo, Alan M. Revillagigedo-Tulais, and Sergio V. Flores-Zarco. "Methodology to Construct Educational Video Games in Software Engineering." In 2016 4th International Conference in Software Engineering Research and Innovation (CONISOFT). IEEE, 2016. http://dx.doi.org/10.1109/conisoft.2016.25.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Epurescu, Elena oliviana. "EDUCATIONAL SOFTWARE." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-140.

Full text
Abstract:
Getting used to the new technologies influences the intellectual forming in the following directions, like this: - Stimulating the interest towards the new - when a computer is operated, the interest and involvement is uninterrupted. The almost complete openness that computers offer eliminates the risk that the activity to become a routine. - Stimulating the imagination - usually, the contact with the computer world it is realized through games. The variety of the subjects approached by those stimulates the imagination of the players, all the more that this software is specially designed to develop one's fantasy, inventiveness, decision making skills and reflexes. - Developing logical thinking - The thinking wins in depth and speed. Knowing what to ask from the computer imposes a higher structuring of the thinking. - On the screen phenomena and processes can be simulated, especially the experiments that are hard to be replicated in real life. - The performance can be optimized by presenting on the computer a large variety of examples or associated models of a sequence. This leads to stimulating inventiveness, applicability, participation and anticipation of the one that learns. - The training of the young generation will be done in the spirit of self education. - Learning happens on a personal rhythm, without emotions or perturbations of the behaviors determined by the environmental factors. - The results and progresses made have an objective appreciation. The proposed objectives are referring to: identifying the opportunities in the market; creating an offer of products - educational software - according to the needs and requirements of the consumers; identifying the best resources of financing for activity development; using the balance sheet for informing, analyzing and forecasting the activities through calculating the main economical and financial indicators; At these, we add: communication, dedicated software use and applying the proper techniques skills.
APA, Harvard, Vancouver, ISO, and other styles
9

Fahrbach, Matthew, Jerzy W. Jaromczyk, Roy David Mobley, and Neil Moore. "Video game bots as a theme for student software competitions." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934158.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Ahmad, Mifrah. "COMPREHENDING EDUCATIONAL GAMES AS EDUCATIONAL SOFTWARE TO ENHANCE QUALITY LEARNING THROUGH SOFTWARE QUALITY ASSURANCE: A CRITICAL REVIEW." In 13th International Technology, Education and Development Conference. IATED, 2019. http://dx.doi.org/10.21125/inted.2019.1170.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography